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Commit message (Expand)AuthorAge
* Add WorldOverlay conceptDan Goodliffe2022-10-02
* Make Window shader available to clientsDan Goodliffe2022-10-02
* Remove redundant null checkDan Goodliffe2022-10-02
* Use utf8_string_view for processing text to renderingsDan Goodliffe2022-08-22
* Fix string_view iterationDan Goodliffe2022-08-21
* Fix shadowingDan Goodliffe2022-08-21
* Beginnings of network editorDan Goodliffe2022-01-18
* We know the last param is distance nowDan Goodliffe2022-01-16
* Process UI layers in reverse, so it's stack likeDan Goodliffe2022-01-16
* Fix up includesDan Goodliffe2022-01-13
* Ray Trace cursor clicks to terrain surfaceDan Goodliffe2022-01-10
* Display on what/where we clicked in the main windowDan Goodliffe2022-01-03
* Add transform_arrayDan Goodliffe2022-01-03
* Encapsulate RayDan Goodliffe2022-01-02
* No need to pass GameState around, it has a global pointerDan Goodliffe2022-01-02
* Replace include guard macros with pragma onceDan Goodliffe2022-01-02
* Use Cache system to persist font rendering for TextDan Goodliffe2022-01-02
* Generic solution for glGen/glDel arrays, then tidy-up the usesDan Goodliffe2022-01-01
* First iteration with font/text supportDan Goodliffe2022-01-01
* Initial implementation for being able to click in the main window to select s...Dan Goodliffe2021-12-28
* Component position mouse click check should only match mouse button eventsDan Goodliffe2021-12-22
* RAII for glVertex and glBufferDan Goodliffe2021-12-22
* Initial commit with some basic UIDan Goodliffe2021-12-22
* Window handles UIComponent renderingDan Goodliffe2021-12-18
* Push uiShader into the window classDan Goodliffe2021-12-18
* Single glContext shared between windowsDan Goodliffe2021-12-14
* Refactor to start splitting out UI componentsDan Goodliffe2021-12-13